/*
Copyright (c) [2019年5月1日] [吴超]
[MBT_studio] is licensed under Mulan PSL v2.
You can use this software according to the terms and conditions of the Mulan PSL v2.
You may obtain a copy of Mulan PSL v2 at:
		 http://license.coscl.org.cn/MulanPSL2
THIS SOFTWARE IS PROVIDED ON AN "AS IS" BASIS, WITHOUT WARRANTIES OF ANY KIND,
EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO NON-INFRINGEMENT,
MERCHANTABILITY OR FIT FOR A PARTICULAR PURPOSE.
See the Mulan PSL v2 for more details.
*/
#ifndef INCLUDE_SHADER_TRANSFORM
#define INCLUDE_SHADER_TRANSFORM

#include "shader_binding_ID.h"

#ifdef __cplusplus

	#include <向量.h>

	// GLSL Type
	using uint = unsigned int;
	
#else



layout(std140, set = 0, binding = DEF_BINDING_PROJECT) uniform U_Matrix {
	mat4 mat_ProjecView;
};

layout(std140, binding = DEF_BINDING_WIDGET_PROP) uniform U1_Matrix {
	vec2 m_Scale;
	vec2 m_Loc;
	int m_GradientNum;
	int vertNum;
};

//�������
//m_GradientNum : ��������, ��������
//vertNum       : �������, �������


#endif






#endif //TRANSFORM
